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Found 35 results

  1. OStim - OSex overhaul & API View File OStim - OSex overhaul & API Sexlab animation porting guide OSex is an amazing mod, but let's face it: it has some shortcomings from the gameplay side of things. OStim does four things. Firstly it hooks into OSex and patches in the bread and butter of this mod: the Stimulation System. Secondly it brings about numerous quality of life fixes such as automatic undressing, automatic light control, and more. Third, it lets you set scenes to be automatically controlled like other frameworks. Lastly it simplifies OSex's rather obscure API so that modders can control OSex easily through OStim The Stimulation System Have you used OSex and felt like it was meant to be more of a screenshot tool rather than something integrated into gameplay? The Stimulation System is a new take on sex scenes in Skyrim built right on top of OSex, and never seen before until now. Characters in a OSex scene now have a new stat: "Excitement". This is essentially a measure of how close a character is to orgasm. This stat rises and falls over the course of a scene depending on what you are doing in it, in a natural feeling way. For example, blowjobs will generally increase male excitement while females giving the blowjob will get less of an excitement boost, intercourse will generally increase the excitement of both characters involved, and so on. This system covers the entire library of OSex animations with each animation being fine tuned to give proper pleasure values based on science; and other OSex features such as spanking have been integrated into the system in a sensible way as well. Once a character's excitement reaches max, they will orgasm. Once the lead character in an animation orgasms (usually the male), the animation will end and return to gameplay on it's own, similar to the other sex animation framework. The actual formula that controls how much Excitement a character gets is fairly complex and simulates a number of body parts and systems. Each "sex act" has it's own base Excitement values, so some acts bring certain characters more pleasure than others. Systems such as natural vaginal lubrication which increases as arousal rises, are also simulated. This means that females may enjoy intercourse more after they've been "loosened up" with female-centric sex acts. With all of these systems interacting, you'll sometimes find that foreplay is necessary if you want your partner to orgasm before you do. Making an NPC orgasm during sex will increase their relationship rank with you, which has a several effects in the base game, and more with other mods(this feature can be adjusted in the MCM). Of course the speed of the animation in OSex also plays a large role, and now actors will automatically speed up the animation on their own once their excitement passes a certain threshold (this feature can also be adjusted from the MCM). You can track characters' excitement values with the onscreen bars. This system makes OSex feel like an actual sexual interaction between you and an NPC, instead of like playing with a pair of dolls. Full-auto Mode Now in OStim 2, you can optionally enable a full auto mode and let your sex scenes play out in front of you, hands free! To make things even better, animations in these full auto scenes aren't just randomly selected, OStim gathers data about your surroundings and your partner to generate unique scenes that feel natural. QOL Changes Clunkiness be gone! Within the OStim MCM you can now choose to force all actors to undress when an animation starts, choosing between having the clothes simply unequipped, or to have OSex play it's special undressing animations at the beginning automatically. Optionally instead you can also set OStim to simply unequip clothes when needed, leaving them on until something like intercourse starts. Additionally you can set up OSex's face and ass lights to turn themselves on at the start of every scene, or if you want, only in dark areas. And of course as detailed above, characters can automatically control a scene's speed themselves and end the scene at an appropriate time on their own, meaning you can spend less time micromanaging scenes. OStim API OSex's API isn't often used, because it's not well documented, fairly limited, and several features of it are broken. The OStim api sits on top of OSex's, and expands it significantly. Additionally I've replaced OSex's starter script with my own, so that mods that already exist that start OSex scenes will be rerouted through OStim instead! You can find all of the functions of the OStim API within the main script Mods that enhance OStim Sexlab - if installed, cum effects and sounds from sexlab will be triggered on Ostim orgasms, and sexlab gender settings will be used. SL Aroused - actor arousal will factor in to how quickly an actor reaches orgasm Installing REQUIRES: OSex. This mod does not include any files from OSex, and runs on top of it. Install this mod after OSex. If using a mod manager, make sure this mod's files overwrite OSex's, since it has a custom starter script Afterwards, you can map the sex starter key in the MCM. Note that if you instead start OSex through OSA, OStim will not load on top of it. Uninstalling Run these in console: stopquest OsexIntegrationMainQuest and stopquest OsexIntegrationSecondBarQuest save, afterwards remove the mod. then reload the save and save Upgrading Uninstall the mod completely before upgrading versions. You may have to restart the mod's quests with startquest Bugs OSex animations are setup in a very inconsistent way, and have several bugs in them. I have to patch these animations on a case-by-case basis. If you see some of the behavior below, please open console and copy the current animation ID and send it to me so I can get all of the animations patched for a 1.1 release! Some buggy behavior you may see in this initial release - animation suddenly switches to doggystyle | some osex animations let you turn up their speed higher than they have animations for. This breaks the internal state of the mod and I default to returning to a doggystyle animation. You may see this if you mash the speed+ button or if the actors turn the speed too high, so please send me the animation ID so I can fix it - animation slows down on highest speed | some animations highest speed setting is just the slowest animation for some reason. This is a problem with base OSex, and I will patch these - OSex's hud is spazzing out | This is a rare temporary side effect of the actor speed control system, if it happens to you a lot and it annoys you turn off speed control until I patch it - Osex's menu vanishes and won't come back | This mean's Osex's internal state is completely broken. This is rare but if you can reproduce it please show me how. I believe this may be a vanilla OSex issue - Characters excitement is going up when it doesn't make sense to, or excitement is not going up when it looks like it should | some Osex animations are tagged wrong, please give me the animation ID Versions 1.4 | 9/24/2020 - added clipping-less first person option to MCM. This requires Improved Camera as well as my custom ini down below 1.3 | 9/23/2020 - fixed incorrect orgasm behavior if playing as female - males will now get an extra excitement boost if a female orgasms during intercourse - improved excitement bar animations - added events to API 1.2 | 9/22/2020 Hotfix for bug in 1.1 where actors could have their clothes mixed up by the redress system 1.1 | 9/22/2020 - The mod should now be compatible with all mods that use OSex like Flower Girls, let me know if you find incompatible mods - All clothes are now removed properly if using undress animation mode - Fixed a rare bug where the MCM is broken on certain setups - Added redressing after animation ends - Fixed a bug where animationless undress at the start of an animation triggered an animation instead 1.0 | 9/22/2020 - initial release Submitter Sairion Submitted 09/22/2020 Category Other Requires Osex Regular Edition Compatible No  
  2. Hello guys, I have some kind of problem with OSEX. I've installed all was needed, run FNIS, launch testing save and everything worked brilliant. But then - I started new game, play a little and added campfire and populated cities. Then I wanted to use OSEX but guess what, it disappear from OSA menu. I've tried to reinstall, change load order but well nope. I just don't have any clue of what makes it disappear. If anyone have any idea what can I do to fix it I'll be grateful.
  3. - Start by watching the movie - To begin getting involved and experiencing the OSex project please start with OSex the Movie to see the totality in action. The movie is 1080p 60FPS so turn it up if you have the data for it! ---------------------------------------------------------- You can also visit the OSex website by clicking the large image below or read further on this page. Click above to view the full documentation and information on the OSex project - Introduction - OSex is an adult animation mod for Skyrim that adds seamless, fully animated, player driven, adult animation scenes of sensual intimacy, romance and sexuality. Every action is controlled by the player on input, the characters never teleport or appear in a position, every movement they make is fully animated for a perfect seamless quality. I have done every animation in this mod by hand which totals over 1000 animation files. I have created a custom UI to control the scenes with hundreds hand drawn vector illustrations and graphics. All animations are consensual / romantic, and depict no illegal activities. As a warning this mod is adult oriented and depicts sexual content. Physical immersive intimacy is a goal of this project accomplished by joining seamless animation with tasteful depiction of romance and sexuality that blend with the Skyrim world. Please click the link above where I've consolidated all documentation, examples, and information on installation and usage for the OSex project. - Built on my OSA Framework - Giving OSex access to a deep character persona system where the actor's sounds, expressions, like's dislikes, arousal etc can all be fully customized making every scene change with the characters involved. - Seamless Animation - This means there are no seams or teleporting you see every movement and how the actors get from one position to another. Here's some quick examples: - Full Custom UI - Navigating the complex scenes with ease. - Romance, Intimacy, Emotion - An emphasis on romance and intimacy, with hugging, embracing and kissing to add emotion and connection between the characters. - Examples of the Sex - - OSex Expansions - Some of the content is niche in what it depicts, others are borderlining on to controversial to be hosted on Nexus. What I can't post on Nexus I will post here on this thread. Coming up first for plugins will be Wizard Sex, Bad Girls of Skyrim and Bad Boys of Skyrim. - OSex EndGame - Bring my code and animations over to Oculus Rift, make a plugin that connects 0Sex to The Twerking Butt male sex toy and Orgasmatron, then make free virtual VR sex to cripple the porn and web cam model industries until I get assassinated. Make guides in the meantime so others can pick up the torch once I'm down. - My Guides - Guides are for modding Skyrim and cover 3DSmax, Animating, Custom Followers, Photoshop, Creationkit, Nifskope The savior of 0S-Guides "BonerHat" has recovered all the guides that were destroyed by Tumblr. Since BonerHat's heroic rescuing of my guides Tumblr has allowed them to come back. I use TUMBLR as my primary output / communication method. I write guides generally on request and have a series anyone can check out if they want. I am a self taught hobbyist in a lot of these programs and as such my methods might be unorthodox or not that most efficient way to go about doing things, I do believe my methods generate good results. If you do explore my mini site some of the guides are WIP still and might have unedited text and rants that I need to remove. They are based primarily on Adobe Creative Suite, 3DS Max 2012, Creation kit. - My Characters - FAQ on the body specs and details of the characters I show in gifs My own lore is a sci-fi futuristic style but my chracters have rolls and purpose in both Fantasy and SciFi realms. Here are the ladies feature in 0Sex's GIFS with a quick summary and the textures they use in Skyrim. In terms of their Skyrim presets. Sorry these ladies are very dear to me and I want to keep them private so my projects and screen shots are recognizable. I also use their avatars as an online persona so I feel strongly about having them be unique to me. Very sorry for being like that if this is disappointing. Textures used are listed here: - Skyrim Specs - FAQ on my Skyrim set up show in gifs I go a lot more in depth on these things in the "Install" page of the OSex website so you can find more information there if you are curious. World-Textures: I use 2k texture packs preferring Amidian's textures for anything he has done. On characters _d and _n maps I'll go further then that but nothing crazy huge either. ENB: Poupourri (Morning Star Edition), ELFX is on in some of the gifs, the more golden tinted ones have it on. I don't always like to use it. Bodies: Sorry I keep 0S-Bodies mostly private because it's hell to use and mod for, I don't endorse it unless it was 1+ years ago and you feel like making 12 conversions per equipment piece. Documentation on my current body system (Private) OSBody is a unique body system that is very unorthodox for Skyrim but I think uses some unique solutions and gives powerful control over npcs. I've recently decided this is to unwieldy for me to devote time to lately as I have to spend a lot on OSA and OSex so I have decided to apply my new Papyrus / UI knowledge to build an OSBody 2.0 that is much simpler and adaptable + easier to add custom armor too. The system was going to just be OSBody but instead I'm turning it into OMenu which will be posted as an upcoming project soon. It will serve as a quality of life enhancer for Skyrim UI around equipment and body shape with a lot of enhancement and immersive equipment scripts. - My GitHub for OSA/OSex - All Source Files, Demo Files and communal XMLs for the OSA/OSex Project go here. https://github.com/CE0 If you'd like to work on this project and help improve it please visit my GitHub. There are also demonstration zips of some OSA aspects and communal xml projects you can work on. - My TUMBLR Blog - All gif documentation and previews of upcoming animations go here Thanks for taking the time to look at my project, and thank you everyone for being so supportive of my mod. I'm thrilled to see what a positive response my mod is getting. I will focus on generating more content and refining as this seems to be something many people are enjoying and I'm happy for that! if you'd like to check me out there it would be the best place to see how things are going and get the latest: https://www.tumblr.com/blog/ceo-os - Downloads - These are mostly specialty downloads, the main OSex and OSA files will be on the Nexus The patch and pdfs attached here are for 1.06 and are not used by 1.08 0Sex-All_PDFS_For_1.06.rar 0SexPatchV1.063.rar
  4. Version 2.4

    4,869 downloads

    OStim - OSex overhaul & API Sexlab animation porting guide OSex is an amazing mod, but let's face it: it has some shortcomings from the gameplay side of things. OStim does four things. Firstly it hooks into OSex and patches in the bread and butter of this mod: the Stimulation System. Secondly it brings about numerous quality of life fixes such as automatic undressing, automatic light control, and more. Third, it lets you set scenes to be automatically controlled like other frameworks. Lastly it simplifies OSex's rather obscure API so that modders can control OSex easily through OStim The Stimulation System Have you used OSex and felt like it was meant to be more of a screenshot tool rather than something integrated into gameplay? The Stimulation System is a new take on sex scenes in Skyrim built right on top of OSex, and never seen before until now. Characters in a OSex scene now have a new stat: "Excitement". This is essentially a measure of how close a character is to orgasm. This stat rises and falls over the course of a scene depending on what you are doing in it, in a natural feeling way. For example, blowjobs will generally increase male excitement while females giving the blowjob will get less of an excitement boost, intercourse will generally increase the excitement of both characters involved, and so on. This system covers the entire library of OSex animations with each animation being fine tuned to give proper pleasure values based on science; and other OSex features such as spanking have been integrated into the system in a sensible way as well. Once a character's excitement reaches max, they will orgasm. Once the lead character in an animation orgasms (usually the male), the animation will end and return to gameplay on it's own, similar to the other sex animation framework. The actual formula that controls how much Excitement a character gets is fairly complex and simulates a number of body parts and systems. Each "sex act" has it's own base Excitement values, so some acts bring certain characters more pleasure than others. Systems such as natural vaginal lubrication which increases as arousal rises, are also simulated. This means that females may enjoy intercourse more after they've been "loosened up" with female-centric sex acts. With all of these systems interacting, you'll sometimes find that foreplay is necessary if you want your partner to orgasm before you do. Making an NPC orgasm during sex will increase their relationship rank with you, which has a several effects in the base game, and more with other mods(this feature can be adjusted in the MCM). Of course the speed of the animation in OSex also plays a large role, and now actors will automatically speed up the animation on their own once their excitement passes a certain threshold (this feature can also be adjusted from the MCM). You can track characters' excitement values with the onscreen bars. This system makes OSex feel like an actual sexual interaction between you and an NPC, instead of like playing with a pair of dolls. Full-auto Mode Now in OStim 2, you can optionally enable a full auto mode and let your sex scenes play out in front of you, hands free! To make things even better, animations in these full auto scenes aren't just randomly selected, OStim gathers data about your surroundings and your partner to generate unique scenes that feel natural. QOL Changes Clunkiness be gone! Within the OStim MCM you can now choose to force all actors to undress when an animation starts, choosing between having the clothes simply unequipped, or to have OSex play it's special undressing animations at the beginning automatically. Optionally instead you can also set OStim to simply unequip clothes when needed, leaving them on until something like intercourse starts. Additionally you can set up OSex's face and ass lights to turn themselves on at the start of every scene, or if you want, only in dark areas. And of course as detailed above, characters can automatically control a scene's speed themselves and end the scene at an appropriate time on their own, meaning you can spend less time micromanaging scenes. OStim API OSex's API isn't often used, because it's not well documented, fairly limited, and several features of it are broken. The OStim api sits on top of OSex's, and expands it significantly. Additionally I've replaced OSex's starter script with my own, so that mods that already exist that start OSex scenes will be rerouted through OStim instead! You can find all of the functions of the OStim API within the main script Mods that enhance OStim Sexlab - if installed, cum effects and sounds from sexlab will be triggered on Ostim orgasms, and sexlab gender settings will be used. SL Aroused - actor arousal will factor in to how quickly an actor reaches orgasm Installing REQUIRES: OSex. This mod does not include any files from OSex, and runs on top of it. Install this mod after OSex. If using a mod manager, make sure this mod's files overwrite OSex's, since it has a custom starter script Afterwards, you can map the sex starter key in the MCM. Note that if you instead start OSex through OSA, OStim will not load on top of it. Uninstalling Run these in console: stopquest OsexIntegrationMainQuest and stopquest OsexIntegrationSecondBarQuest save, afterwards remove the mod. then reload the save and save Upgrading Uninstall the mod completely before upgrading versions. You may have to restart the mod's quests with startquest Bugs OSex animations are setup in a very inconsistent way, and have several bugs in them. I have to patch these animations on a case-by-case basis. If you see some of the behavior below, please open console and copy the current animation ID and send it to me so I can get all of the animations patched for a 1.1 release! Some buggy behavior you may see in this initial release - animation suddenly switches to doggystyle | some osex animations let you turn up their speed higher than they have animations for. This breaks the internal state of the mod and I default to returning to a doggystyle animation. You may see this if you mash the speed+ button or if the actors turn the speed too high, so please send me the animation ID so I can fix it - animation slows down on highest speed | some animations highest speed setting is just the slowest animation for some reason. This is a problem with base OSex, and I will patch these - OSex's hud is spazzing out | This is a rare temporary side effect of the actor speed control system, if it happens to you a lot and it annoys you turn off speed control until I patch it - Osex's menu vanishes and won't come back | This mean's Osex's internal state is completely broken. This is rare but if you can reproduce it please show me how. I believe this may be a vanilla OSex issue - Characters excitement is going up when it doesn't make sense to, or excitement is not going up when it looks like it should | some Osex animations are tagged wrong, please give me the animation ID Versions 1.4 | 9/24/2020 - added clipping-less first person option to MCM. This requires Improved Camera as well as my custom ini down below 1.3 | 9/23/2020 - fixed incorrect orgasm behavior if playing as female - males will now get an extra excitement boost if a female orgasms during intercourse - improved excitement bar animations - added events to API 1.2 | 9/22/2020 Hotfix for bug in 1.1 where actors could have their clothes mixed up by the redress system 1.1 | 9/22/2020 - The mod should now be compatible with all mods that use OSex like Flower Girls, let me know if you find incompatible mods - All clothes are now removed properly if using undress animation mode - Fixed a rare bug where the MCM is broken on certain setups - Added redressing after animation ends - Fixed a bug where animationless undress at the start of an animation triggered an animation instead 1.0 | 9/22/2020 - initial release
  5. Shinji72 put together a very nice short video showcasing what OSA can do with some highlights on the first few modules and usage of the OSA engine. Thanks Shinji and it's an honor as always. Hey! Don't forget to subscribe to Shinji's channel he's the best OSA 1.084J Put up the latest OSA on Nexus. http://www.nexusmods...rim/mods/76744/ ---------------------- If you want to OSex you'll need the latest version which is on Nexus also now. It doesn't have everything I promised for the next version mainly because I'm pushing on Aug 1rst to try to get some publicity for OSA. If you're a fan of the OSA project or OSex please give your support to OSA this month on Nexus by voting for FOTM to give it some showcase and prestige. The more attention it gets the more likely others will be aware and try to make content and cool stuff for OSA so please help out! Thanks! ------------------------------------------------------ OSA is an engine that adds on to Skyrim's potential in many ways. The heart of it is an animation framework that allows developers to have stronger control, effects, and usability in animated scenes. This ties in with OSA's PERSONA system that adds depth to character's personalities beyond what Skyrim provides. Almost the entire OSA engine exists and runs in the UI of Skyriim which offers a lot of benefits as opposed to being run in Skyrim's papyrus. That gives all aspects of this project access to the UI for interactive displays, navigation and customization. While OSA is based in actionscript, to build for any part of the OSA project requires no actionscript or scripting/programming whatsoever. It functions by reading text documents in XML and INI format which the engine is able to interpret. If you can type into text documents you have access to doing a majority of what this engine can do. Everything from animated scenes, facial expressions, voice and personallity are stored in text documents. In many ways you can think of OSA like an extension to the creation kit that adds new XML base form types. The project primarily is the animation framework however to make the engine, specifically the PERSONA segment required setting some roots into Skyrim. While the UI has access to these things I will take the opportunity to apply the information that is gathered in other ways outside of the scope of just animation. PROFILE and MyOSA are examples of expansion and quality life segments. While these are out of the scope of animation they are outputting information for things OSA already has the foundation to connect with. Terminology: Very little papyrus is used by OSA. It primarily runs in the UI of Skyrim which has some amazing benefits to being the platform for the engine. It's a much more powerful and efficient language then Papyrus and the UI get's it's own memory assigned to it free from Skyrim's papyrus that is basically uncapped. Actionscript can handle things with ease that would bring Papyrus to a halt. The project has a two important principles: It's API and usage of scenes in OSA and the features of OSA do not require any mastery or slaving mods to OSA. Papyrus developers can leave OSA as an optional choice for their users and don't have to force them to download OSA. The benefit to this is not having to isolate a user base between those willing to download fnis, and OSA etc. OSA can be used as optional scene accents. The second major principle of this project is to be light weight, non-invasive and conflicting with other mods, and to be dormant when not in active use. The heart of OSA is an animation framework, it's able to do more then papyrus ever could because it's run, timed and all is data is managed in actionscript. It can handle endless data and detail in it's streaming of xml documents. This is a development engine and does nothing on it's own in terms of animation. An OSA scene can simply play without the need for navigation. If it's a single one way scene, or based just on actor data and doesn't need player input. If you'd like navigation to be a part of your scene you can use a navigation panel to allow for visual player input in making choices. For now I have one style of navigation panel designated "NP1" shown here. I developed it with my own module in mind which is a very large scale one, so it needed a fairly heavy navigation tool. I'm working on developing lighter and alternative nav panels which can be used instead. Specifically an entirely text based one with no images, and some light weight one's for more fast paced scenes like combat. Nav Panels is the kind of thing where if you have very specific need outside of what OSA can currently do it might be best to just talk to me and I can work on a solution for what you need displayed. Example from my own mod of the UI elements available to module developers for player interaction. The scene menu on the right is a utility menu that can be optionally brought up by the user which all modules have access to. From here equipment and lighting can be configured, information can be displayed, and advanced forms of navigation like the Tag based ROULETTE or shut cut NAVIGATE can be applied. Some of these features require additional module set up to use/display and wouldn't be available in very basic modules. The left panel above is the Module Library overlay. All installed modules are listed here and you can click any to adjust your set. The right panel shows the keybinding interface. In this case the user is Assigning OBroHugs to their Num0 key. Binding to key will only work on modules that have 2 or less actors. Different modules have different requirements on top of this to cast. For example some are positing sensitive and can only be cast from behind or in front of the target, they targets need to match the NPC type criteria. Creatures vs NPC in order the scene to trigger. Children are not allowed to ever be used in any kind of OSA scene regardless of intentions. Example of the targeting menu. 1 of the player triggered options to begin a scene. For scenes with more then 2 actors or for those not involving the player a targeting overlay can be brought up from the module library where you can select nearby actors as targets. Any OSA modules get's the full power of OSA and can use all of it's features: All OSA modules are called through the same API, which has a string where you enter the Module ID. The API doesn't require mastery/extending and can be called from any papyrus script or fragment. Your module also will get an automated installation check so developers can know if your module is installed and if not can adapt their content in different ways. All the examples above are generated passively by the OSA persona engine. While you could achieve these same results for a screen shot by editing the actors just for one photo, OSA is constantly weaving together elements of the character's personality to make shifting, reacting, life like expressions that adapt to the scene and change live Persona is what is special about OSA. Sticking two actors together and playing an animation is relatively easy in Skyrim, but having them come alive, with full control of their expressions, facial movements, voices, reactions, spells and cinematic effects is a bulk of the OSA animation project. While it might be hard to put your finger on it if you disable MOTIF and OSFX and try a familiar scene you will clearly see the difference with Persona turned off. Persona Overview: Example of the PROFILE | Biography page Example of a Maxed out silly profile. They don't have to be this crazy they can be anywhere in between no data and this. Example of the MyOSA equip menu, an example of ways to visually separate categories from entries (Squares vs circles). Styling, entires, and categories however are entirely up to the user. Clicking will equip directly from your XML document. MyAnimations function in the same way like a poser mod. MyOSA is the UI's ability to display and apply user-generated documents, giving fast access to your Skyrim stuff. For now I have 2 parts to MyOSA but plan to expand this a little further, an equipment manager and an animation manager. It's completely optional and only does anything if you turn it on and make the documents for it. MyOSA Overview: Example of ESG being applied to the INSPECT | EQUIPMENT menu The primary purpose of ESG is to allow for the animation engine to know exactly what types of clothing the user is wearing so it can play specific animations for different articles of clothing. OSA comes with a redressing module I animated myself which can be used by any developer if you see a need for NPCs to be redressing after your scene plays. With ESG you're able to custom make animations for almost any type of clothing and know what types the NPCs are wearing. ESG is a response to a hard limitation of Skyrim's slot system. While it's purpose might be vague without a lot of understanding into the workings of Skyrim I promise that it's a nessesity for complete accuracy in undressing and dressing animations. I'm sure you might have encountered something like this: You equip a pair of sunglasses and your character's pants wind up coming off when you put them on. That's related to the limitation that ESG works around. It does require the user to fill in a document saying what their slots generally are used for. To reach perfect performance it requires a little bit of work to conform your slots but generally will get the job done. ESG's data will be applied elsewhere in the OSA UI overlays, primarily with icon displays identifying the slots with their exact clothing type as opposed to "slots 30-60". ESG being applied to the SCENE menu Scorpion SK made the cpconvert.dll for the OSA project. It allows for text strings that papryus generates to be converted to non-english characters so that names of equipment, races and character names display properly in different regions. You'll have to configure the code page to your region in the cpconvert.ini for this feature to work. OSA uses it's own translation system. Two separate documents, a primary translation ini and also an "ESG" ini where you translate the clothing type names. The ESG ini is separate because it's not just for translation but gives users the chance to use the words they want for different clothing types. Every module for OSA gets their own translation document as well to allow navigation text to move through your scene be readable by anyone. OSA can calculate and display Earth measurement units for both height and weight of actors. I find this more immersive then "Height:1.0, Weight 75.0". Earth units has it's own ini: Metric or US display Adjust the Sky height to Earth Height ratio Adjust the Height to Earth weight ratio, there's a separate entry for both Male and Female ratios. The UI has a few easy to run output scans which just report back whatever it can gather on things. I'm open to ideas on this for further checks and comparisons that might aid users or developers in trouble shooting. It's main purpose is to help me trouble shoot OSA, for example a lot of users encounter visual glitches in animation due to having a mod overwrite their XPMS skeleton. REPORT will output this so it's easy to tell what's happening. Maybe this could aid other developers or users. Live check for XPMS being the active skeleton. The UI displays technical information on actors and their scales for quick access to that info. Outputs all installed DLLs and Script versions relative to OSA as well as other things that i've had time to enter. The way the UI works in actionscript was one of the main challenges of this project, actionscript brings power to the engine but the disadvantage it has is that it can't save any data with your game. When you load / reopen Skyrim the UI has to start over from scratch. In a sense this is also a blessing because it reduces bloat to nothing except the few properties that are kept for keybinds etc in a quest script. The UI gets data in 2 ways. It pulls a small amount of papyrus information from relevant actors, for examp le when you inspect an actor or start an OSA scene with an actor it requests some basic papyrus details from them and sends that to the UI. The rest of the data OSA access is xml / ini based documents for persona, scene data, profile data etc. It access these by streaming them on an as needed basis, unless you are in a scene or inspecting an actor OSA is dormant. While the system is lightweight thanks to actionscript it is complex due to it's scale. This is an early release and it's possible things might go wrong. Please let me know as I'm very interested in making this as strong as possible. The good news is if a bug does happen you can fix it by saving and loading or starting skyrim back up since nothing here is permanent due to the temporary nature of the UI, it gets a fresh reboot everytime. I receive the comments quite often that this can completely change Skyrim and bring a whole new level of interaction to the game. I believe this is true however I fear interest in Skyrim is low due it's age, and the release of FallOut 4 doesn't help. I hope that people will attempt to use this system to make modules for it to help me expand the scene library. We can open completely new things for Skyrim, from interactive special moves in combat to special unique scenes. In the end it's my hope that a nice library of animated scenes are generated that can serve papyrus story tellers and the user if they simply just want to tell their own story. OSA has a number of levels and skill sets which can develop for it. It's an important to know that despite how fancy the elements might appear that all interaction with OSA is simply filling out fields in text documents to be customized the way you want. There's no scripting, no papyrus, no Creation Kit skills needs at all. (Voice Packs take a little creation kit to get the audio into Skyrim.) Here's a list of somethings if you're interested in contributing: I built OSA to play and power my own module which has mature themes around intimacy however this does not define OSA. The OSA engine is an animation framework and not necessarily a sex framework (while it can be) it is intended for any kind of animated scene, from combat, crafting, hugging, even specific scenes for exact events in Papyrus stories. Anything you can animate can be an OSA module and take advantage of the full power of the OSA engine. I'd ask that you please be open minded in that the engine has no correlation itself to mature themed usage and can be applied to anything. OSA's purpose is to push the features we can make Skyrim do in animation as far as possible, gain enhanced data and management of it with xml combined with UI display. Make the whole package user friendly and not take years of Skyrim development experience to create for, by having all customization and creation be text based in xml. OSA created by Ceo With tremendous support from the core OSA team: Kinky Migal Pipdude Proxy86 Scorpion SK SF Public Relations Mysterious Guy LucasHM Localization Scorpion SKPromotion Shinji72 | Skyrim WATCH Special thanks to the contributors who wish to remain anonymous, OSA beta testers and all supporters, vocal and silent, of the OSA project. Just mine so far. Maybe I can get some other to come play though, we'll see: Vanilla Intimacy, Romance and Sex based around M+F engagments
  6. Hi, I need some help with my Skyrim. Because every time I put on Osex in NMM and when I start playing Skyrim and press NEW or Load. My meaning is i know it is Osex it is causing the CTD but i really like Osex mod to. I've heard some people say Osex is compatitble with sexlab so it should not be a problem i think. So i want the experts to take a look and if they found what i've done wrong with the load order or any conflicting mods. Crash Fixes LOOT Papyrus Log TE5Edit ENB Boost SSME Crash Dumps I desperately tried everything. I even tried to remove all my Sexlab animations. Still didn't work. So now i ask you guys out there on internet to help me out if it is possible. loadorder.txt
  7. I recently installed OSA and I'm in love with the interface and the OSex animations; however, I can't seem to find the modules anywhere for SE. I've looked for days now :c Could anyone link them or give me a definite answer as to whether or not I could still download them? Thanks in advance! ❤️
  8. Hi everyone ! I'm a beginner with Skyrim moding and basically I have actually CBBE , Bodyslide Studio , HDT physics , SOS and Osex with ENB. My goal is to make videos that looks almost like pre-rendered erotic videos. I have some issues with this config.. Unaligned penises, strech texture issues on females, no cumshot, no POV, collision problems with the floor. I tried some POV mods for Skyrim but I could not get good results. I'm looking for someone who have the same sort of setup and can give me advice on the best setups to achieve my goal. Thank you very much 😁
  9. Hi folks, I'm trying to run Sexlab in combination with Osex, because I'm greedy and I don't want to pick. Unfortunately, as soon as I enable OSA + OSex in MO2 followed by making a patch with Nemesis, every single animation stops working. My character and the NPCs just aggressively T-pose in protest. They're totally down to bone in the most embarassing ways with Sexlab animations, but they just allergic to romance and sensuality from OSex for some reason. FWIW I've got Sexlab overriding OSA+OSex, because I've read that Sexlab uses more up-to-date papyrus files (I think? I'm a big ol' dum dum, sorry) Nemesis hasn't been updated since January and OSex is practically abandoned at this point, so I won't be getting my hopes up. Nonetheless do any of y'all have any ideas on how to get them to play nicely together? Maybe coerce them with candy?
  10. I am so unbelievably new to modding and I have no idea what I'm doing. I decided that I wanted to download OSex and I downloaded all of the required files through nexus mods and vortex, deployed them all, ran FNIS and updated behavior. No matter what button I press, (on the numpad or not), nothing happens. Can somebody help?
  11. I like to think as OSEX being it's own game. Check these out and tell me what you guys think, how can I improve, and would this earn your subscription? OSEX WITH A FRIEND: HALLOWEEN EDITION https://www.youtube.com/watch?v=j0RYS7kcato OSEX WITH A FRIEND: ORIGINAL https://www.youtube.com/watch?v=xiEpgOmKEqQ OSEX WITH A FRIEND: THE WIZARD https://www.youtube.com/watch?v=nm7NSnmLfFg
  12. Well that, im looking for mods that work with Osex to give it a second try, apart from the romance mod they tell you to try with.
  13. I downloaded osex first and have heard that you can run both sexlab and osex simultaneously, but when I try to install sexlab there are a ton of overwrites such as Actorutil and Papyrusutil. should i let it overwrite or just play it safe and stick to Osex?
  14. I've been trying to use Osex on Skyrim again recently, and like many other people, my animations won't work; the actors simply stand inside one another. I've reinstalled Osex, OSA, FNIS, and many of my other mods that might affect this several times. However, the major thing that stands out to me is FNIS. When I attempt to update FNIS behavior, it says "0 animations for 1 mod successfully included." Any idea what might be causing this? Here is a list of mods I use that are most likely to be involved: - FNIS - HDT Bounce and Jiggles CBBE Edition - Osex - Realistic Animation Project-Idles -TBBP animation of dragonfly with butt bounce -XP32 Maximum Skeleton Extended -Realistic Ragdolls and Force -CBBE -KS Hairdos-HDT Physics -NetImmerse Override -PapyrusUtil -ALSL Body (CBBE Preset) -Schlongs of Skyrim -True Daughters of Skyrim -HDT Physics Extensions -ShowRaceMenu Precache Killer -OSA -RaceMenu -SkyUI -Sporty Sexy Sweat Any help is much appreciated
  15. I am absolutely in love with Osex. Combining it with Amorous Adventures has made me a lot closer to the characters in Skyrim, if you know what I mean. My main character is a futa and she's currently sporting the Blisario UNP futa addon for SOS. As ceo suggests on tumblr, I've applied the malegenitals behavior files to the futa schlong so that they approximately line up in Osex scenes. My issue, though, is that still the futa penis has much more significant clipping than the male penis in animations because it doesn't occupy exactly the same space that a male schlong would. I'm wondering how difficult an endeavor it would be to take my favorite penis, the vectorplexus regular, and extend its base to the female crotch (and take the balls off while we're at it). I've looked at the different penises in nifskope and while the blisario schlong matches up to the female body files, the default male schlongs begin about one or two inches away from the female body. The goal would be to leave the current shaft to head section of the vectorplexus regular schlong right where it is and build the mesh backward to where it can match up with Blisario's base. I am willing to do this, if it is not a simple task for someone else, I just need the tools to get started. I've installed blender and am working on learning how to import nifs from nifskope to blender. I have some old experience with blender, so I think I can make the mesh, but I'm not sure how I'll be able to determine the right size and what I would need to hook it up in nifskope after that.
  16. Hey guys! I'm new to the forums, so apologies if this was meant to go somewhere else. So my Sos works fine and im really thankful to the Creator of this mod. I installed all requiered mods, also racemenu to change my schlong size. now when im using the mod Osex, my characters erect schlong size gets much bigger, and it seems not that real because my char is a Bit skinny and his name isnt jordi. I looked at racemenu, and found sos size settings. But i cant find the erect size? Is there a way to change that? Best regards
  17. I can't find clothes\armor from OSEX screens from this post, searching for clothes below
  18. I was wondering if there is someone who can edit 3 or 4 scenes that I took Screen shots of, as I am totally dumb when its comes to hkx files and stuff. They just sit there and i want add options for these sexy scenes. Here are the scenes I want to add the sex option too. My private album. 3 images. https://imgur.com/a/cvRsDMl
  19. Hello, so I've installed all of the Osex/OSA stuff and their requirements to the instructions of the mod pages, and it all works flawlessly. Except 2 things: 1. mfg console commands do not work on player (I am running correct version of MFG fix) 2. player character has no facial emotions during osex scenes, but partner does (I play female) It is a bit bizzare, as MFG fix commands work on all npc's at all times, and the male partner in osex scenes has lots of facial emotion. but no mfg commands produce any change on my character. However, if i type player.mfg info, the info table comes up with the updated value i just entered, but nothing shows up visually at all. Here's where it gets really weird: I have SSE 3BBB Advanced installed, and I have the "3BBB Amazing Body SMP ON Object" equipped on slot 50 (as default) If I use an mfg command on my character, nothing happens, but if I then use the physics toggle hotkey to toggle the SMP ON Object, the mfg change I typed shows up! So it's clearly working for all NPC's, but not for my player character. I haven't seen any posts online with this specific issue, so I'm thinking I eff'd something up here's my load order: https://modwat.ch/u/ajrjune2015/plugins I've tried everything I know to thus far. Any help is greatly appreciated.
  20. Using osex and cbbe, bodyslide etc. and it all seems setup okay, but the real immersion killer for me, is that in about half the scenes during penetration (doggy, cowboy etc.) there's a 'ticking' noise (sounds like a twig snapping) with every thrust. Has anyone come across something like this or know how I can disable said sound? I thought maybe it's supposed to be a 'slap' noise, but it really doesn't sound like that >:( if I could turn that sound off altogether I'd be happy. have tried disabling audio mods / armour mods and others with no effect, the ticker persists! Help! Edit: found the culprit I believe, in the skyrim ascendancy engine sound files there's this little guy: OSA - Skyrim Ascendancy Engine\Sound\fx\0SA\class\_OBody\ibo\assimpactD0\assimpactD0_00.wav This is undoubtedly the sound I was referring to - seriously sounds like a twig snapping... to my ears at least. Not sure if I can just delete it or what but I'll play around and try to figure it out.
  21. Sorry if this is the wrong forum. All of my downloads are listed for SSE in Vortex, yet I get the behaviour.hkx not Skyrim SE compatible..so I don't know which download is supposedly not compatible The files I installed (in order) are: skse64_2_00_17 (manual install following a video) FNIS Behaviour SE 7.5.1 XP32 Maximum Skeleton Special Extended RaceMenu Special Edition v0-4-12-19080-0-4-12-1576724270 SkyUI_5_2_SE=12604=5=2SE OSA-76744-v2-02 OSex-69448-2-02 PapyrusUtil SE - Scripting Utility Functions-13048-3-8-1574554264 MfgFix-11669-1-48-1576835774 LOOT didn't have any issues. GenerateFNISforUsers says the following: Please don't reply with "What do you think that means"..I can see it isn't compatible and I probably have the wrong version of something, you'll have to spell it out for me as I haven't modded before.
  22. Hi! I tried to use the OSex for SSE from Nexus, but the mod content doesn't show in the OSA library menu. Do you know if is it any compatibility issue or mod outdated for special edition version? I downloaded the last file bellow: https://www.nexusmods.com/skyrimspecialedition/mods/17209?tab=posts&BH=3
  23. SoS doesnt seems to work with OSex for me. When I access the library in game its empty. Please help, thank you c: My load order
  24. I would like to request a fetish themed plugin for Osex, even though the mod is awesome and a must have for adult modders, it lacks the fun and kinky.
  25. Hey, I am having an issue specifically with ALL "doggy style" or "from behind" animations. Sorry for being direct but, the issue is that the penis is sliding under the vagina(between legs) rather than directly within the vagina. Also during the animation, the females butt wanks upwards, causing even more disconnect. Other animations not from behind don't have this issue. Oral sex is perfectly sync'd as well it seems. This isn't because of CBD physics since I've disabled it. And my Osex is working perfectly fine, it's just these select animations that are not aligned properly. The issue isn't from the penis either because the Osex does integrate it's own bigger version successfully. If I try disabling osex features like "live adjustment" that doesn't do anything either, since I believe that's mostly for oralsex and whatnot. I believe this issue is simply from these osex animations themselves, but has anyone else been having this? (pictures below) https://ibb.co/kwyLyd https://ibb.co/mwQs2T https://ibb.co/k4ZD98 I use: SoS Lite with "regular penis" and Tempered skin for males Anyone have insight on how to fix this misalignment issue during these specific scenes? Let me know
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